Races
Races are the peoples of the world of Imperium Sine Fine — eight of them playable, leading one of the 14 major factions, and two encountered only as opponents on the map. Every race carries its own history, temperament, and relationship with the others — see Relation Values for exactly how those relationships are expressed in the game's diplomacy system.
Playable Races
Human
The most adaptable and varied of all races, capable of thriving anywhere and building empires as different from each other as any two races could be. Humans see conflict as a catalyst for progress, often making their greatest strides in society and technology precisely when pushed to the brink by war.
Dwarf
Short, stocky, and immensely strong for their size, Dwarves share a deep bond with stone and rock unmatched by any other people. Proud and insular, they generally prefer their own kind and hold most other races at arm's length.
Elf
Tall, graceful, and long-lived beyond any other race's understanding, Elves measure time in centuries rather than years. Guardians of the natural world, their patience is matched only by their quiet sorrow at what others have done to it.
Greenskin
A tumultuous horde of Orcs, Goblins, and Ogres united by nothing so much as a shared hunger for battle. Aggressive and undisciplined by most standards, Greenskins are nonetheless a genuine force of nature wherever they gather.
Goblin
Small, numerous, and endlessly resourceful, Goblins thrive through cunning and sheer weight of numbers rather than individual strength. Chaotic and scavenging by nature, they're far less feared than their larger Greenskin cousins.
Krant
An insectoid hivemind whose every action serves the collective will rather than any individual desire. Utterly alien to every other race, the Krant build in silence beneath the earth, their motives as inscrutable as their strange, chitinous forms.
Skulk
Fox-like beings hunted nearly to extinction for their prized pelts, the Skulk have built an entire culture around never being found again. Reclusive and deeply secretive, their cities appear on no map an outsider has ever made.
Ende
Unliving by nature rather than undead by curse, the Ende are the dead who refused to stay dead — and, increasingly, the children born unliving to those who did. Elves in particular despise them, believing the Ende steal souls that were never meant to remain in the world of the living.
Neutral Races
These two races appear on the map as opponents, not as playable factions — see Population and Special Races for how their unique mechanics differ from the standard population system every playable race uses.
Mevaro
Amphibious raiders driven from a drowned ocean paradise, the Mevaro cling to whatever coastline or swamp they can claim as their own. Strange, strong, and entirely unconcerned with the affairs of the "civilised" races around them.
Necromancer
A single, secretive collective devoted to the deeper mysteries of life and death, content to be left entirely alone. Provoke them at your peril — the Necromancers want nothing from the world but its distance.
